/*
* This file is part of Project SkyFire https://www.projectskyfire.org.
* See LICENSE.md file for Copyright information
*/

#ifndef SC_FOLLOWERAI_H
#define SC_FOLLOWERAI_H

#include "ScriptSystem.h"

enum eFollowState
{
    STATE_FOLLOW_NONE = 0x000,
    STATE_FOLLOW_INPROGRESS = 0x001,                        //must always have this state for any follow
    STATE_FOLLOW_RETURNING = 0x002,                        //when returning to combat start after being in combat
    STATE_FOLLOW_PAUSED = 0x004,                        //disables following
    STATE_FOLLOW_COMPLETE = 0x008,                        //follow is completed and may end
    STATE_FOLLOW_PREEVENT = 0x010,                        //not implemented (allow pre event to run, before follow is initiated)
    STATE_FOLLOW_POSTEVENT = 0x020                         //can be set at complete and allow post event to run
};

class FollowerAI : public ScriptedAI
{
public:
    explicit FollowerAI(Creature* creature);
    ~FollowerAI() { }

    //virtual void WaypointReached(uint32 uiPointId) = 0;

    void MovementInform(uint32 motionType, uint32 pointId) OVERRIDE;

    void AttackStart(Unit*) OVERRIDE;

    void MoveInLineOfSight(Unit*) OVERRIDE;

    void EnterEvadeMode() OVERRIDE;

    void JustDied(Unit*) OVERRIDE;

    void JustRespawned() OVERRIDE;

    void UpdateAI(uint32) OVERRIDE;                        //the "internal" update, calls UpdateFollowerAI()
    virtual void UpdateFollowerAI(uint32);        //used when it's needed to add code in update (abilities, scripted events, etc)

    void StartFollow(Player* player, uint32 factionForFollower = 0, const Quest* quest = NULL);

    void SetFollowPaused(bool bPaused);                 //if special event require follow mode to hold/resume during the follow
    void SetFollowComplete(bool bWithEndEvent = false);

    bool HasFollowState(uint32 uiFollowState) const { return (m_uiFollowState & uiFollowState); }

protected:
    Player* GetLeaderForFollower();

private:
    void AddFollowState(uint32 uiFollowState) { m_uiFollowState |= uiFollowState; }
    void RemoveFollowState(uint32 uiFollowState) { m_uiFollowState &= ~uiFollowState; }

    bool AssistPlayerInCombat(Unit* who);

    uint64 m_uiLeaderGUID;
    uint32 m_uiUpdateFollowTimer;
    uint32 m_uiFollowState;

    const Quest* m_pQuestForFollow;                     //normally we have a quest
};

#endif
